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  1. They mostly come out at night... (V3.6) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  2. V1.6 This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes. - Added ability to pick up plants with E. - Removed cop ability to puke. - Removed radiated vulture ability to puke. - Wandering hordes start from Day 2 at midnight. - Wandering horde configured to 30 zombies every 6 hours. - Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top) - Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage). - Added scrap iron arrows and arrow heads. - Added scrap club, scrap knuckles, scrap machete and scrap spear. - Added Pipe Pistol and Pipe Rifle. - Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap). - Edited loot to remove stone tools and replaced with scrap tools. - Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this). - Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked). As you can see, it's mostly adding some extra T0 guns (pipe weapons), a scrap tier and modifying the zombies. Please consider this a base for you to build your own apocalypse on, rather than a full-fat overhaul. Download Links. A19 Client (Does not work with EAC Enabled). A19 Server (Does not work with EAC enabled). Installation Instructions. (If you don't use the mod launcher) Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses Harmony so both folders (and their contents) are needed or you'll have problems. Same for the server files, except in this case it will be 7DaysToDieServer_Data and Mods. Video for folks who may need it (it's for darkness falls, but the basic idea is the same). Installation Instructions for macOS users. IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here. 1 - Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2 - Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data and Mods. I will be referring to this as a “home screen”. 3 - Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4 - Copy & paste (do not drag-and-drop) the Mods folder to this location. 5 - Open 7DaysToDie_Data -> Managed. 6 - Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7 - Open Contents -> Resources -> Data -> Managed. 8 - Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9 - Navigate back to each home screen. 10 - Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11 - Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12 - For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13 - Start 7 Days to Die and enjoy the mod!
  3. I am confused about 7 days to die. When I play the game it feels like a survival game at times, but once you get items, and other things it feels like first person shooter, or Skyrim RPG. What is 7 days to die at its core? I want to say its a survival game because they got the creepy mood down, but so many things shift when you play it for long amount of hours. So what kind of game is 7 days to die? I just want to stop being so confused when the game gets updated, and I play it for long amounts of times.
  4. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Fully scrapping vehicles will make them respawn based on new block respawn timer setting (More blocks will be added to use this feature later) Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
  5. Well a lot has been done since I started work on this mod and I think it is time for an update to this post! This Project started with myself taking over the FarmLife Expanded mod. I first start to fix thing with the mod but as I began to learn more about modding I decided that rather then trying to fix it would be best to rebuild. What started a "Farming" mod has now become so much more. Welcome to "The Age of Oblivion"! Alpha 2.0 Features: Crops! Over 30 new Crops! Food! a lot of new food that can be prepared a a number of different workstations. Animals! Many new animals roaming the world many dropping unique items when harvested. (Beef,Chicken,Pork, Rabbits Foot, etc) Cloning! Create Cloning Chambers and and collect the ingredients required to Clone/Breed your Own Pet Animals that you can keep or harvest for resources. Also Clone Human and Animal Guards that you can place and they will protect you. Zombie Resurrection! Create a resurrect table and collect the ingredients to revive zombie corpses that will fight and protect you! Vehicles! 30 new vehicles as of this release with more coming. New Vehicles are not crafted like Vanilla Vehicles. There are many more parts required. Some cannot be crafted and must be found in the world! some will be driveable when found and other will have to be unlocked using Car keys that can be found when harvesting vehicles. Some Vehicles can have their colors changed using specific Color wand tools. New Workstations: Oblivion Master Workbench - Used to Craft all other Workstations and Oblivion Quests Farm Table - For all Farm tools and seeds. Ovens - Multiple Models Including Pizza Oven and Deep Fryer Grills - Multiple Models Smokers Kitchnaid Butcher Table Brew Station Quests and Questlines! Whiteriver Tools of Citizenship has been make part of the mod. (Many more Quests are going to be added) Many New Weapons thanks to Firearms Expansion 4.4 Custom UI based on SMX! New Animals/Bandits/Mechs and zombies thanks to the community Creature Packs! New source of power - Windmill! DECOR! - Lots of new decor. Windows, Doors, Fences, Furniture! Skull Chambers! This is the latest feature to be added to the mod. The feature is still in its infancy and will still require some tweaking. Skull Chambers can be found through out the world. You need a key to get in and a key to get out! once in chamber poisonous gas will start removing your health. There will be totems in the chambers that when unlocked will release boss zombies! 3 Levels of Boss zombies all guaranteed to drop loot. the most important loot are Skull Tokens! When you find the hidden Elite Traders you will be able to use Skull Tokens to be able to Purchase Elite items! (More Elite items will be coming but right now you can get Enhanced NailGun, Plasma Auger, Laser Crossbow, Legendary Hackblade, Legendary Blood Axe, Electric Sniper, Hand Cannon, Laser Ammo, Plasma Gun, Electric Guitar Audio Emotes! Can be crafted from the start, each emote has 2 Sound clips! New in game sounds. You will know them when you hear them. Make sure you test vehicle horns! there are some unique ones out there! Age of Oblivion specific Skill Tree! with new perks! NOTE: The Mod is still not complete and Feedback with regards to Balancing and Bugs is greatly appreciated. The Alchemy Table currently only has one recipe that it is required for and that is the Resurrection Potion. There are still missing descriptions (but much less then previous versions) Alpha 2.52 - Fixes Major Bug causing Null Ref errors when encounters the New Creatures - A few other small Fixes - Adds some trees and plants randomly in the world. Alpha 2.5 - Changes! - Sounds are fixed! A mistake was made in 2.0 where the Sounds were coming from Animals. this is fixed and sounds have been adjusted to not be so overbearing. - Most of the Pets now make appropriate sounds! Cat makes cat sounds, dog makes dog sounds etc. - chicken and Cow chambers update to new models - Egg laying Chicken now requires to be fed once before they will lay any eggs - New Chicken Incubator specifically to create Pet Chickens. Requires "Fertile" eggs - DecorBlocks Modlet is now included - New elevators/lifts - 17 New Creatures/Zombies Most only come out at night they are much tougher zombies. - Wasteland/Burnt forest will be tough and have higher chance of the new creatures - Resurrection table updated to be able to resurrect all Vanilla Zombies - Zombie Harvest Skill tree. Guts, brains and corpses are now recieved by harvesting dead zombies and no longer in Zombie Loot. Zombie Loot expanded to be able to give more types of loot. - New Tow truck, Harvest a tow truck towing a Bat Car and you have a small chance of getting a Bat Car - Delorean Appearance has been improved - Apoc RV now Drives much better! - NEw Food Recipes and Crops with schematics - Revamped Vehicles: - NEw Mechanics Skill tree - Level 4 and 5 only have placeholders for vehicles that they unlock. Future release will have more vehicles. - Repairable VEhicle now found in the world. they can be driven but they dont drive well, Slow and hold little gas. Repair them on the new mechanic bench. (for initial release there are 5 Vehicles that can be repaired) - Bug fixes...Many small bug fixes Check out our Teaser! Instructions: Extract all files to your 7 days to die folder. the Files will will merge with your data directory and your Mods Directory (Will create Mods if it doesn't exist. A New Map will NOT be required. A New game may need to be started. If you want to try with a saved game please make sure you back that save up before trying. Now Available on Mod Launcher! Download Alpha 2.52 Got to More Actions and Choose Download as Zip We are releasing updated test builds every few days on the discord! Come join if you are interested in being up to date! We also have a test server that anyone is free to join! it is always update with the latest test Build! https://discord.gg/4UX3HZ7gka History: Alpha 1.1 is out Download Alpha 1.1 Fixed up the Skill Tree (Not Completed) Started a new Quest system (Not Completed) Added Farm Crop Plots Added another Gas Oven, pizza oven and more Grills. All you do is craft "Ovens" "Grills" or Smokers and you from their each model is a Variant option. Added a few Descriptions that were missing. (still many missing) Removed Press "E" to pick up a Crop. when harvested this way the crop does not get replanted. Removed a block for an apple tree that is no longer used . ( only mattered if you were using creative mode and found that particular tree.) Alpha 1.2 is available Download Alpha 1.2 Fixed Garden Hoe to properly prepare ground to be able plant. Alpha 1.21 is Available Download Alpha 1.21 Fixed issue with some Recipes not unlocking as intended. Alpha 1.3 is Available Download Alpha 1.3 Oak's pets now completely integrated (No separate Directory) many tiny code fixes that probably were not noticeable to most. Garden Hoe recipe added. All New Cloning Chambers!!!!!!!! New Pets! Elephant, Penquin, Camel, Cat! New Guard! Pumpkin Man! Burns you enemies alive! ALPHA 1.5 is Available! Big Update! Download Alpha 1.5 NOTE: Lots of Changes.....you will 1000% have to start a new game and I would recommend playtesting for awhile before starting a serious game with it Restructured Folder and file Structure. Standardized Naming. (Search AOO to find items) Added: Advanced Forge Resurrection Table Alchemy Table Many Vehicles Lots of Decor! Windows, Doors and Furniture Working Windmill and other smaller tweaks. Alpha 1.6 Released! Mainly Small Bug Fixes to 1.5 Improved handling most vehicles Added Community Creature Packs 90 Slot Backpack. Traders will now sell Raw meat Fixes and Changes to Questline (Still a work in Progress) Download Alpha1.6 Alpha1.7 Released! More Bug Fixes More Food Recipes! (Finally!) Deep Fryer - for many of these new recipes! New Oven Model New Chain Link Fence and a Brick/Metal Fence! New Oblivion Work Bench - All workbenches are crafted from this Bench...even Vanilla ones. Download Alpha1.7 I am officially separating things into two different releases! Going forward Subsequent releases will be known as Age of Oblivion as the Mod has been moving away from just Farming components. As a result I am now releasing a "Release" version of Farm Life Revisited Lite. This version is just the farming components, Crops, Food, Animals (Cloning). This release will still get bug fixes and will get any Farm related content that gets added to Age of Oblivion. Get all Updated info at the Discord https://discord.gg/hBqXBTbjTV Get Farm Life Revisited Lite at Nexus Mods: Farm Life Revisited - Lite at 7 Days to Die Nexus - Mods and community (nexusmods.com) Alpha 1.71 Released! Fixes issue with Clone Chambers not being unlocked and Advanced Forge Display 1.71 Full was Broken - just download 1.7 and then the patch. Download Alpha 1.71 - Patch (Just overwrite the file in this patch. Alpha 1.75 Released! bug fixes! Cloning now takes longer Crops no longer grow almost instantly! Now includes the fantastc Mod White River Tools of Citizenship! Now includes Expanded Firearms! More Friendly animal will be found in the World Oblivion Loot Crates can now be found in the world Now grants 2 skill points per level! (If not wanted simply delete the 2 Skill Points Directory) Download Alpha 1.75 Alpha 1.8 Released! Includes bug fixes for some of the Friendly animals Reduced greatly the number of Bats that spawn! Made the spawning of Friendly's be specific to Biome. ie Peguin in Snowy area's and Elephant in Desert Added a Bunch more Friendly Animals! Turtle,Sheep,Zebra,Pug,Beagle,Goose,Leopard,Comodo Dragon Balanced the number of Oblivion Crates that appear and the loot they contain. Added More Beakers and Steroids for Cloning! Fine Tuned Batcar01 - Drives better and faster! More vehicle tune ups are coming! Download Alpha1.8 Download Alpha2.0 NOTE: Turns out there was a mistake made with sounds and they were applied to animal as well as Zombies. If you find the sounds too bad please come to the discord and download the latest Test Builds that fix up the sound. https://discord.gg/4UX3HZ7gka Instructions: Extract all files to your Mods Folder. Inside your mods folder will be a prefabs.zip, Extract this file into your data\Prefabs folder. A New Map will NOT be required. A New game will likely need to be started. If you want to try with a saved game please make sure you back that save up before trying. Alpha2.0 TestBuild 3 is now available on our discord! Sounds are Fixed! 17 NEW MONSTERS! Resurrection Table can resurrect all Vanilla Zombies! New Elevators and More! https://discord.gg/4UX3HZ7gka Join the Discord and and Join our Test Server!
  6. Apocalypse now (V2.5) 𝕋𝕙𝕚𝕤 𝕚𝕤 𝔸𝕡𝕠𝕔𝕒𝕝𝕪𝕡𝕤𝕖 ℕ𝕠𝕨 𝕠𝕧𝕖𝕣𝕙𝕒𝕦𝕝 𝕄𝕠𝕕 𝔽𝕠𝕣 𝟟 𝕕𝕒𝕪𝕤 𝕥𝕠 𝕕𝕚𝕖 ¸„.-•~¹°”ˆ˜¨ 🎀 𝐹𝑒𝒶𝓉𝓊𝓇𝑒𝓈 🎀 ¨˜ˆ”°¹~•-.„¸ • ℍℙ/𝕊𝕥𝕒𝕞𝕚𝕟𝕒 𝔾𝕠𝕖𝕤 𝕦𝕡 𝕥𝕠 𝟜𝟘𝟘 •𝔽𝕠𝕣 𝕖𝕧𝕖𝕣𝕪 𝕝𝕖𝕧𝕖𝕝 𝕪𝕠𝕦 𝕘𝕒𝕚𝕟, 𝕪𝕠𝕦𝕣 𝕘𝕒𝕞𝕖-𝕤𝕥𝕒𝕘𝕖 𝕚𝕤 𝕚𝕟𝕔𝕣𝕖𝕒𝕤𝕖𝕕 𝕨𝕚𝕥𝕙 𝟚.𝟜 𝕚𝕟𝕤𝕥𝕖𝕒𝕕 𝕠𝕗 𝕥𝕙𝕖 𝟙.𝟚 𝕪𝕠𝕦 𝕘𝕒𝕚𝕟 𝕚𝕟 𝕧𝕒𝕟𝕚𝕝𝕝𝕒. •𝕋𝕙𝕖 𝕡𝕝𝕒𝕪𝕖𝕣 𝕊𝕥𝕒𝕣𝕥𝕤 𝕨𝕚𝕥𝕙 𝟜 𝕊𝕥𝕒𝕣𝕥𝕖𝕣 𝕂𝕚𝕥𝕤 • 𝕟𝕖𝕨 𝕝𝕚𝕤𝕥 𝕠𝕗 𝕫𝕠𝕞𝕓𝕚𝕖𝕤 𝕒𝕟𝕕 ℍ𝕠𝕤𝕥𝕚𝕝𝕖 𝔸𝕟𝕚𝕞𝕒𝕝𝕤 • ℝ𝕖-𝕕𝕠𝕟𝕖 𝕙𝕠𝕣𝕕𝕖-𝕟𝕚𝕘𝕙𝕥𝕤/𝕤𝕝𝕖𝕖𝕡𝕖𝕣𝕤/𝕤𝕔𝕣𝕖𝕒𝕞𝕖𝕣 𝕙𝕠𝕣𝕕𝕖𝕤 • ℂ𝕦𝕤𝕥𝕠𝕞 𝕎𝕒𝕟𝕕𝕖𝕣𝕚𝕟𝕘 𝕙𝕠𝕣𝕕𝕖𝕤 • 𝕥𝕙𝕖 𝕔𝕒𝕟𝕕𝕪 𝕚𝕤 𝕔𝕣𝕒𝕗𝕥-𝕒𝕓𝕝𝕖 𝕟𝕠𝕨 (𝕥𝕠 𝕦𝕟𝕝𝕠𝕔𝕜 𝕚𝕥 𝕪𝕠𝕦 𝕟𝕖𝕖𝕕 𝕄𝕒𝕤𝕥𝕖𝕣 ℂ𝕙𝕖𝕗 𝕋𝕙𝕚𝕣𝕕 𝕡𝕖𝕣𝕜) •𝔸𝕝𝕝 𝕥𝕙𝕖 𝕡𝕣𝕠𝕘𝕣𝕖𝕤𝕤𝕚𝕠𝕟 ℙ𝕖𝕣𝕜𝕤 𝕃𝕠𝕔𝕜𝕖𝕕 𝕨𝕚𝕥𝕙 ℙ𝕝𝕒𝕪𝕖𝕣 𝕃𝕖𝕧𝕖𝕝 •𝔸𝕕𝕕𝕖𝕕 𝕟𝕖𝕨 𝔸𝕥𝕥𝕣𝕚𝕓𝕦𝕥𝕖 (𝔸𝕕𝕧𝕒𝕟𝕔𝕖𝕕 𝕋𝕖𝕔𝕙𝕟𝕠𝕝𝕠𝕘𝕪) • ℕ𝕖𝕨 ℂ𝕦𝕤𝕥𝕠𝕞 𝔽𝕠𝕠𝕕/𝔻𝕣𝕚𝕟𝕜𝕤 • 𝔸𝕕𝕕𝕖𝕕 ℍ𝕚𝕘𝕙 𝕋𝕚𝕖𝕣 𝕘𝕦𝕟𝕤 𝕒𝕟𝕕 𝕥𝕠𝕠𝕝𝕤 • 𝔸𝕕𝕕𝕖𝕕 ℝ𝕖𝕤𝕖𝕒𝕣𝕔𝕙 𝕊𝕪𝕤𝕥𝕖𝕞 •𝔹𝕒𝕤𝕚𝕔 𝕊𝕦𝕣𝕧𝕚𝕧𝕒𝕝 𝕙𝕒𝕤 𝕓𝕖𝕖𝕟 𝕤𝕙𝕠𝕣𝕥𝕖𝕟𝕖𝕕 𝕥𝕠 ℂ𝕣𝕒𝕗𝕥𝕚𝕟𝕘 𝕪𝕠𝕦𝕣 𝔹𝕖𝕕-ℝ𝕠𝕝𝕝 𝔸𝕟𝕕 𝕡𝕝𝕒𝕔𝕚𝕟𝕘 𝕚𝕥 𝕕𝕠𝕨𝕟 • 𝔸𝕕𝕕𝕖𝕕 𝕊𝕔𝕣𝕒𝕡 𝕋𝕚𝕖𝕣 𝕥𝕠𝕠𝕝𝕤 𝕒𝕟𝕕 𝕨𝕖𝕒𝕡𝕠𝕟𝕤 • 𝔸𝕕𝕕𝕖𝕕 𝟙𝟚 𝔾𝕖𝕟𝕖𝕣𝕒𝕥𝕖𝕕 𝕄𝕒𝕡𝕤 𝕨𝕚𝕥𝕙 ℂ𝕠𝕞𝕓𝕠-𝕡𝕒𝕔𝕜 𝟜𝟟 • 𝔸𝕕𝕕𝕖𝕕 𝕊𝕥𝕒𝕚𝕟𝕝𝕖𝕤𝕤 𝕤𝕥𝕖𝕖𝕝 𝔸𝕟𝕕 𝕋𝕚𝕥𝕒𝕟𝕚𝕦𝕞 𝔹𝕝𝕠𝕔𝕜𝕤 • 𝕔𝕙𝕒𝕟𝕘𝕖 ℕ𝕚𝕘𝕙𝕥 𝕧𝕚𝕤𝕚𝕠𝕟 𝔾𝕠𝕘𝕘𝕝𝕖𝕤 𝕔𝕠𝕝𝕠𝕣 𝕗𝕣𝕠𝕞 𝕘𝕣𝕖𝕖𝕟 𝕥𝕠 𝕣𝕖𝕕 • 𝔸𝕕𝕕𝕖𝕕 ℍ𝕚𝕘𝕙𝕖𝕣 𝕋𝕚𝕖𝕣 𝔽𝕠𝕣 𝕙𝕖𝕒𝕧𝕖 𝕒𝕟𝕕 𝕃𝕚𝕘𝕙𝕥 𝔸𝕣𝕞𝕠𝕣 • 𝕋𝕣𝕒𝕕𝕖𝕣𝕤 𝕣𝕖-𝕤𝕥𝕠𝕔𝕜 𝕖𝕧𝕖𝕣𝕪 𝟛 𝕕𝕒𝕪𝕤 • 𝕋𝕣𝕒𝕕𝕖𝕣𝕤 ℕ𝕠𝕨 𝕚𝕤 𝕕𝕖𝕤𝕥𝕣𝕦𝕔𝕥𝕚𝕓𝕝𝕖 𝕒𝕟𝕕 𝕆𝕡𝕖𝕟 𝕒𝕝𝕝 𝕥𝕙𝕖 𝕥𝕚𝕞𝕖 • 𝔸𝕕𝕕𝕖𝕕 𝕟𝕖𝕨 𝔸𝕞𝕞𝕠 𝕒𝕟𝕕 𝕖𝕩𝕡𝕝𝕠𝕤𝕚𝕧𝕖 𝕥𝕪𝕡𝕖𝕤 𝕤𝕡𝕖𝕔𝕚𝕒𝕝 𝕥𝕙𝕒𝕟𝕜𝕤 𝕥𝕠 𝕓𝕕𝕦𝕓𝕪𝕒𝕙 , 𝕏𝕪𝕥𝕙 , 𝕁𝕒𝕩𝕋𝕖𝕝𝕝𝕖𝕣𝟟𝟙𝟠 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 , 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟 , 𝕋𝕖𝕝𝕣𝕚𝕔 , 𝕄𝕪𝕥𝕙𝕚𝕩 ,𝕎𝕒𝕣𝟛𝕫𝕦𝕜 , 𝔹𝕒𝕣𝟘𝕥𝕙 𝕗𝕠𝕣 𝕥𝕙𝕠𝕤𝕖 𝕘𝕣𝕖𝕒𝕥 𝕞𝕠𝕕𝕝𝕖𝕥𝕤 : • 𝕓𝕕𝕦𝕓𝕪𝕒𝕙 -𝔹𝕕𝕦𝕓𝕤 𝕍𝕖𝕙𝕚𝕔𝕝𝕖𝕤 • 𝕏𝕪𝕥𝕙 -ℂℂ𝕋𝕍 • 𝕁𝕒𝕩𝕋𝕖𝕝𝕝𝕖𝕣𝟟𝟙𝟠_ℂ𝕒𝕣ℝ𝕖𝕤𝕡𝕒𝕨𝕟𝕖𝕣 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝟛𝕊𝕝𝕠𝕥𝔽𝕠𝕣𝕘𝕖 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝟙𝟚ℂ𝕣𝕒𝕗𝕥ℚ𝕦𝕖𝕦𝕖 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝟡𝟞𝔹𝔹𝕄 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -ℍ𝕠𝕣𝕟𝕖𝕥 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝕂𝕚𝕝𝕝𝕋𝕣𝕒𝕔𝕜𝕚𝕟𝕘 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝕃𝕠𝕔𝕜𝕒𝕓𝕝𝕖𝕀𝕟𝕧𝕊𝕝𝕠𝕥𝕤 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -ℙ𝕚𝕔𝕜𝕦𝕡ℙ𝕝𝕒𝕟𝕥𝕤 • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-𝕊𝕄𝕏𝕙𝕦𝕕 • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-𝕊𝕄𝕏𝕝𝕚𝕓 • 𝕄𝕪𝕥𝕙𝕚𝕩-𝔹𝕝𝕠𝕠𝕕𝕄𝕠𝕠𝕟𝕍𝕖𝕙𝕚𝕔𝕝𝕖𝔹𝕦𝕤𝕥𝕖𝕣 • 𝕄𝕪𝕥𝕙𝕚𝕩-𝕊𝕔𝕠𝕦𝕥𝕤𝕄𝕠𝕕 • 𝕄𝕪𝕥𝕙𝕚𝕩-𝕎𝕒𝕟𝕕𝕖𝕣𝕚𝕟𝕘ℍ𝕠𝕣𝕕𝕖𝔾𝕊𝕡𝕒𝕥𝕔𝕙 • 𝔹𝕒𝕣𝟘𝕥𝕙-𝔹𝔸ℝ𝟙𝟡-𝔾𝕊𝔻𝕚𝕗𝕗𝕚𝕔𝕦𝕝𝕥𝕪 • 𝕎𝕒𝕣𝟛𝕫𝕦𝕜-𝔼𝕩𝕥𝕣𝕒 𝔻𝕖𝕔𝕠 𝕆𝕣𝕖 • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-ℤ𝕄𝕏𝕙𝕦𝕕ℂℙ • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-ℤ𝕄𝕏𝕙𝕦𝕕ℂℙ𝕋ℍ𝔹 Download link For manual installation Social Media Twitter Discord Server
  7. Vehicle Madness Version 3 Beta 1.1 Guppycur's awesome original concept for Vehicle Madness way back in A17 returns to 7 Days to Die in A19, Guppy handed over the reigns of the project to me to rework and develop further the visions we have for vehicles in the game. This is a ongoing project and I am glad to say that ActiniumTiger and Marcus have actively joined the 'pit crew' and have already done some great work with the mod as well as bringing along some good ideas into the mix that we are looking to implement in the next versions. Features currently 26 vehicles ( all with overhauled unity vehicle physics and updated to linear colorspace). Revamped the vehicle harvesting system ( Balancing feedback required ) . Updated the custom vehicles build system. A brand new custom vehicle spawner , so no more double or triple spawned vehicles and vehicle piles. ( Custom code was written by HaidrGna and adapted it for Vehicle Madness with his kind permission) Added more vehicles to the craftable options for now. About Vehicle Madness For those that have not played the mod before ..... This mod will NOT let you build the 'custom vehicles' in the vanilla style...however you can still build vanilla vehicles in the usual way as all vanilla parts are still available in world. You will come across a variety of vehicles in the world, from firetrucks to humvee's to police cars to sedans and a few old rusted vehicles. You can only HOPE they are running. if not, you'll be forced to loot them to find salvageable parts, such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. To make the Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a compressor an ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheel set Then Build your chosen custom vehicle from the selection available. ** Vanilla vehicles can be crafted using the existing parts as before on a normal workbench so we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that use vanillla resources, vanilla parts will not fit the custom vehicles system build methods ** You can only use the cool stuff like firetrucks, police car , military car and 5 ton military truck by finding driveable versions! Gas will be at a premium and you will get minimal drops from vehicles, this means you may have to raid gas stations or make your own. ***** We recommend that you use a bigger backpack modlet such as this one as there are many parts to collect. ***** More to come..... New things are planned along the way , such as a new tire fitting station and car lift system . A Dedicated POI for Automotive Repairs We will be adding more vehicles options for your post apocaliptic driving pleasures currently 10 in total to be added in Beta 2 . Looking at a new system to spawn in broken vehicle with no gas that needs fueling to get back to workshop for full repair (early stage development). Changing the engine sounds along the way. Looking to adapt and add my fuel siphon modlet that i developed in A17 for use in Vehicle Madness in A19. Work on localisation updates. Add tracked vehicles into the mix ... and a few novelty vehicles. A few vehicles (Motorcycles and the working Chevy) are missing from the original release and may return or may be replaced with new options. Guppy's fun shopping cart is now a separate thing and can be found here Guppycur's Modlets Acknowledgements : Special thanks to : Guppycur Also thanks to valdifer for the Spanish Translations for Vehicle Madness , feel free to take the current localizations and add more languages. The 'past and present' Contributors to Vehicle Madness development: ActiniumTiger Marcus Guppycur HaidrGna Mumpfy Random Person bdubyah DUST2DEATH and myself Others who have been involved of whom i may have forgotten , and rest of the 'Crew' on Guppy's Modding Discord for the support along the way. Note: You are not allowed to extract and alter the assets in this mod in any way, these assets must not be used in any venture that attempts to make money out of modding VEHICLE MADNESS 3 BETA1.1 DOWNLOAD LINK ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* A new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have fun 🙃 The Vehicle Madness Team !!!
  8. Purgatory was a wild idea i had before i knew anything about modding back in 2020. I've learned so much since starting work on this. I know i have a lot left to do to really make it fully match my vision, but it's at the point it's fun and playable. To me and my playtesters at least. I hope you like it. You have been magically trapped in Purgatory and have to find a way to survive until you can find a way to escape. Purgatory is confirmed working on a19.5 and can be used as a server side only overhaul for servers. This means anyone installing it to their server will be able to have any player with only the vanilla game client still connect to and play on a server using Purgatory. If you are using one of the maps provided, or generated with a Purgatory modded game client, then the players will need to get a copy of Purgatory or Compopack v47 rwg modlet version and add that to their mods folder or they may not be able to connect to your map due to the number of new POI's to download. Purgatory is intended to create a new challenge for the experienced 7 days player. Dying is no longer without consequence. It should also be expected, often. In this version the endgame has been disabled for more time to be spent on better balancing and bug fixes. That does not remove the challenge or reduce the reasons to play through to at least level 500 to unlock your final items in your build. There are magic items, and almost every item destroys when it's fully degraded. There's many new challenges besides the zombie's rage and magical powers. There are 4 new perk trees, and many perks have been rebalanced. Your backpack and the loot game have been greatly altered to add new fun and challenges as well. Stun Baton and Spear have been rebalanced and improved as well. v1.0.0 b6 Download Here: https://drive.google.com/file/d/1aLjegyc4tSAODnNdRq1MxKBcNkkN1RAN/view?usp=sharing Credits listing with links to original versions of mods used in the overhaul's collection: https://docs.google.com/document/d/1D48Z5aJbMBLBz9KmtpzyslyuoD_pHkPTm_WrqU3J8Lc/edit?usp=sharing Known Bugs: some users have reported a red error which points to profiles.sdx on game client load. closing the console and ignoring it has not seemed to cause any further issues in all the testing done so far. you should be able to ignore it. also know for the quad shotgun to cause a red error when out of ammo and using right click to reload. Please report any further bugs here or on the discord listed in the readme.
  9. Haidrgna

    Gnamod

    GNAMOD DOWNLOAD HERE Join Gnamod's Discord 1. Basics 1.1 Introduction Gnamod has been developed since A14 by Haidr’Gna, hereafter referred to as mod-author. It all began as a set of tweaks for personal use and grew bigger during A15 into a full overhaul. The name is derived from the mod-author’s nickname and has no special meaning and is not an acronym for anything either. Gnamod grew from just one overhaul into a group of mods that all share the same base of alterations to the game. This mod is now referred to as Gnamod Core and is the foundation for nearly all Gnamod versions since A17. The only exception is UI, which is known as Gnamod CoreUI and forms the foundation for all UI modifications for Gnamod but is also available as a stand-alone release. Gnamod is aimed at any player that finds the vanilla game lacking and is seeking more of a challenge in all aspects of the game. It brings back the survival aspect and offers a slower pacing than the vanilla game. The aim is a challenging but also fair gameplay experience where you will have to fight and be smart to earn your place in the world. The zombies are far more relentless, looting a lot more challenging and the world is more interesting. Gnamod is a complete overhaul of the game, which means every aspect of it is altered in some way or will be in future versions of the mod. Gnamod is also continually being worked on and new content is being added. Since A17 introduced xpath there no longer is a need to redo work when a new alpha is released. This means Gnamod will continue to grow along with the game. DOWNLOAD HERE 1.2. Manual Installation A. Navigate to the game's base folder: (~\Steam\steamapps\common\7 Days to Die). B. Extract the contents of the zip file(s) directly into the game’s base folder. C. Make sure the entire contents of each zip you install goes into the base folder. D. Start the game, if you done it correctly a you will see the Gnamod logo in the main menu. 1.3. ModLauncher Installation. A. Download the ModLauncher from sphereii at: https://7daystodie.com/forums/showth...-7-Days-to-Die B. Install the ModLauncher following the instructions. C. Find the tab for Gnamod, open it, select a version and use Install Game Copy. D. Use Pre-Sync to download the mod and then Play Mod to start. 2. License and Use 2.1 Terms of Use This section applies to all mods released by the mod-author under the name of Gnamod. Any such mod will always start its name with Gnamod, such as Gnamod Core, Gnamod Horde Mode etc. Assets found in the Gnamod.unity3d contain the work of The Fun Pimps, myself, work from other authors listed under Included Work and used Unity packages, therefore it is NOT allowed to re-use this in any way without permission from the mod-author and/or the original author(s) of the content. Gnamod is free to play by whoever owns 7 Days to Die. This includes running it on a private or rented server and hosting a game for friends. Users of Gnamod are also free to tailor their experience to their needs by altering the XML files. When hosting a server or game with such altered contents, it is required to notify users that an altered version of Gnamod is being used. Users are free to borrow ideas that are unique to Gnamod in their own locally used mods or hosted games for friends. When using ideas unique to Gnamod in a mod that will be released to the public you are required to ask for permission from the mod-author. It is good practice to credit the mod-author and reference Gnamod in the mod’s documentation and advertisement in this case. Users are NOT allowed to take the code from this mod to add to another mod in any way without asking the mod-author explicit permission for it. This applies for taking (parts of) the code, XML or assets as well as altered versions of these. Gnamod is intended to use as is and not to be broken down or redistributed in altered form. This includes adding any part of Gnamod into any kind of overhaul mod or mod collection pack. Due to the nature of Gnamod, the Core mod will likely not be compatible with any kind of modlet and the CoreUI mod will likely not be compatible with any modlet that alters the UI in any way. It is up to modlet authors to facilitate compatibility with Gnamod if they so incline. Bugs and issues that occur because of the use of other mods will not be resolved by the mod-author. It is of course allowed to design modlets that enhance Gnamod. Such modlets should be named in such a way they always load after the Gnamod Core mod. The Fun Pimps are ultimately the true owners of this mod as it only works with their game and is only possible because they support the modding community of their game. 3. Mod Overview 3.1. Mod Structure Gnamod is build around two Core mods, Gnamod Core and Gnamod CoreUI. Core is the main mod that houses nearly all changes required to overhaul the vanilla game. CoreUI is the same for all the UI changes required for Gnamod. By this design the other versions are just modlets designed to specifically alter or activate certain stuff within Gnamod and thus are dependent on the Core mod to function. Want more Gnamod, find other players or know what is cooking: Join the Discord Channel! DOWNLOAD OLDER VERSIONS
  10. V19.8.2.5c 6.2.2021 Alpha 19.6 Stable Branch New Save Game Required When installing mod for first time! Do not use a save game from any vanilla game, older version of mod or another mod. A19 Stable Download: Download Here V19.8.3.4 9.4.2021 Alpha 19.6 Experimental Branch New Save Game Required When installing mod for first time! Do not use a save game from any vanilla game, older version of mod or another mod. A19 Experimental Download: Download Here If you are interested in renting a server with my mod, I would suggest using BlueFang Solutions. They offer good rates with excellent customer service. The servers they use have DDOS Protection and are reliable. You have full control over your server uptime, restarts, settings, etc. They do even support mods. Which can be done through FTP access or through their customer support system. They have direct contact with me in case of any issues so that we can work together to provide you with reliable server! So if you are interested in starting a server, please use this link below: Using this link will help support me with a portion of all sales will be credited to me. The money will help me in real life pay bills and rent. As requested before from some, here is a PayPal Donation Button, any donations is greatly Appreciated but is not required to play my mod. Survival: Farming - Grow Wheat, Apple, Strawberry, Cocoa, Carrot, Cucumber, Leek, Lettuce, Melon, Onion, Pepper, Tomato and Blackberry Crops Schematics - New schematics to find to learn how to craft new recipes Buffs - New and modified buffs Fishing - Craft your own Fishing Rod and catch some fish in any water body Ores - Tungsten, Copper, and Zinc Ores HUD - Featuring SMX UI Mod Biomes - Updated biomes and new resource pile prefabs as well as Random Crate POI to find in the wild Health Items - New items such as the Trauma First Aid Kits, Bandages, Vitamins, Leg Booster Shots and more Food Items - New food items such as Meat Pies, Bread, Pies, plus more. Animals either have Raw White Meat or Raw Red Meat Drink Items - New drink items such as Mossy Brew, Green Tea, Apple Juice, plus more Prefabs - Several new prefabs that you can explore Traders - Modified trader locations that feature 2 new traders, one specializing in schematics and the other quests and reward papers Class Stores - Featuring 2 regular traders and the 2 new traders with all the class vending machines for buying goods Enemies: Boss Zombies - Several boss zombies made from Creature Pack - Zombies modlet. All with special loot Crawler Zombies - More Standard Crawling Zombies Zombie Hordes - All Screamer, Sleeper and Blood Moon Zombie Hordes now feature new zombies Bandits - NPC's that will attack you on site. Will also attack zombies, survivors and wildlife. Mainly found in wasteland and burnt biomes (From Creature Pack - Humans) Survivors - NPC's that will only attack you if you attack first. Will attack zombies, bandits and wildlife (From Creature Pack - Humans) Loot and Perks: Loot - Many new items found in loot, zombies, loot containers as well as traders Skills and Perks - Several new skills to learn with a revamped skill menu from the SMX UI Modlet Classes - Several classes that you can learn in game through quests. Each has exclusive recipes and items. All classes can be obtained 8 New Treasure Quests - 15 Total In Game 101+ New Challenge Quests - 115+ Total In Game Reward Cards - These cards can reward you with either experience points, skill points or even provide a buff for double/triple xp. Can be obtained at traders or in special loot crates Traders - New specialized traders in modded trader locations (These locations are obvious when you see them as they have a different look than vanilla trader locations) Items and Blocks: Armor - Full sets of Kevlar, Silver and Tungsten Armor Clothing - New Cold and Warm Weather clothing Blocks - Tungsten Blocks, More shape variations for concrete/rebar blocks Flares - Spawns Specialized Loot Crates. These are found in special loot crates Tools - Full sets of Scrap Iron Tools, Tungsten Tools and Diamond Tipped Tools. Also Steel and Tungsten Augers/Chainsaws Guns - FAMAS, Desert Eagle, Baretta Shotgun, M25 Sniper Rifle, and Remington 8 Melee Weapons - Tungsten Club, Steel and Tungsten Machetes, Gold Tipped Knives and Machetes + Swords and Maces Ammo Types - Hollow Point and NATO Bullets Workstations: Armor Smithing Station - For crafting advanced armor such as kevlar, tungsten and silver Blueprint Station - For crafting schematic loot crates that you place and will spawn random schematics Gun Smithing Station - For crafting all vanilla and mod guns Mortar and Pestle - For crafting seed recipes and more Oil Production Block - A workstation that produces oil over time Tungsten Forge - Has regular forge recipes as well as the capability of smelting tungsten. Works better than regular forge Tool Workbench - For crafting advanced tools Builders Workbench - For crafting rebar, iron frames and tungsten frames Screamer Block - Light this up to attract screamers really fast Coffee Maker - For crafting hot beverages Microwave - For crafting soups Player Oven - For crafting campfire recipes plus several other exclusive recipes Food Processing Table - For crafting/prepping food recipes Brewery Station - For crafting alcoholic beverages Fabrication Station - For crafting decorative type blocks Ammo Workbench - For crafting ammo Mechanic Bench - For crafting advanced vehicles Included Modlets: Creature Pack - Animals Creature Pack - Humans Creature Pack - Zombies CCTV NerdScurvy Doors + Windows NerdScurvy Toybox SMX Hud SMX Lib SMX Menu SMX UI ZTENSITY UBBI and Patches
  11. All Night Gamers - Undead Legacy I PvE Come on down and have some all night fun! General Server IP: 63.251.42.226 Game Port: 17470 Game Version: A 19.6 (b6) Undead Legacy Version: 2.4.28 Difficulty: Survivalist Basic 24 Hour Cycle: 90 Minutes / Daylight Length: 18 - Default daytime: 4:00 Max Zombies: 100 Max Animals: 50 Advanced Player/ AI Block Damage: 100% Loot Abundance: 100% / Re-spawn Time: 30 Days Drop on Death: Everything/ Drop on Quit: Nothing Blood Moon Count: 8 Multiplayer PvE only - No Killing Claim size: 51 Blocks/ Claim Duration: 7 Days Rules PvE only No active base raiding, don't claim a POI, build close to a trader and don't build or within 200 blocks of any city. Respect other players and the admins.
  12. Welcome to the Winterween Project by sphereii and xyth, the unholy combination of Winter Project and the ancient spirit of Valoween! Not wanting to miss an alpha, we've combined two of the most dramatic mods into a single mod for Alpha 19 for a special Halloween treat. Steel your nerves. Steady your hands. Keep your wits about you, and you just may survive Winterween... We invite you to explore Winterween and challenge yourself to find all of its dark secrets. Keeping with the spirit of the discovery of the sphereii-mentals, please be mindful of posting potential spoilers. Thank you to the following Modlet creators who helped shape out the world with their modlets: JaxTeller718 for his increased biome zombies, and wandering hordes. Riles for Riles' HUD Plus UI Ragsy for the custom vehicle. Recommended: 12G of RAM or higher. Required: Alpha 19.2 Special thanks goes to Mumpfy for his texturing work. Installation Instructions: For the 7D2D Mod Launcher (Recommended): Click on sphereii-mental, then Winterween. For manual installation and Dedicated Servers: Download https://github.com/SphereII/Winter-Project-A19/archive/master.zip and extract in-place, over writing what is there. Clients can ignore the 7DaysToDieServer_Data folder. Likewise, Servers can ignore the 7DaysToDie_Data folder. For players with less than 12G of RAM, a work around is possible by removing the following folders (or deleting their ModInfo.xml: Mods\winter zeds blue Mods\winter zeds white Mods\WinterSkins Those will reduce memory consumption, but you will not get the special re-texturing. NOTE: We are currently investigating and issue with RWG not generating worlds correctly. Prefabs are either sunk too deep and not filled to terrain, or giant mountains of snow instead of prefabs. Navezgane, Pregen Worlds, and Nitrogen worlds seem to work.
  13. I keep getting stuck on the loading screen when I try to make my own world. I even tried going to a server via vanilla alpha 19.6 and there is a lot of red text popping up in the console.
  14. Hey fellow 7 day'rs. Iam 45 yr old gamer guy of over 1000 hrs on PC and over 2500hrs on the ps4. Iam also a Canuck on EST time. I play on steam or modded through the Launcher. Iam looking for ppl to join up in on playing multiplayer server, or whatever?, Playing single is still fun but I feel that theres alot more fun to be had playing this game that I love. If anyone would like to hit me up my steam name is: eco_slider My Id name is just ECO. I have discord and or TeamSpeak, I do have a mic. I speak English. So again if anyone would like to hit me up I'll be around. PvE is my preference. Thanks.
  15. This mod is only available on the mod launcher. You'll need to download a file (down below) for Nitrogen World Generator if you wish to experience the added end-game POI. I've also included a video guide on how to manually place the new POI in your existing game so you don't have to start a fresh playthrough. Please note: As I only speak English, I have only changed text for English. So you won't see any differences when playing in another language when it comes to changes with perks, the background story and the letter you start with. Do you find vanilla to be a cake walk with resources being abundant? But you love vanilla and don't want to heavily mod your game that removes that vanilla experience? Then this hardcore vanilla experience mod is for you. Food is a real threat and hard to come by, progression is slowed down a notch, there's a real death penalty, grinding is actually a grind and there's an economy rebalance. Designed for worlds lasting 100+ days and for you to have a challenging time of survival during early and mid-game. There is now an even harder version available on the mod launcher called Just Die Already Edition. The list of changes can be found down below in a text file. Background story: It's the year 2041, 7 years since the zombie outbreak began. You used to belong to a thriving community of survivors. You fell in love with the person of your dreams and they also fell in love with you. But unfortunately, someone got jealous of your new found relationship. And so they set you up and you were found guilty to a serious crime, one which you never committed. And you've been sentenced to 365 days of exile and left for dead in a far-out land, mostly deserted. Luckily for you though, your love interest managed to sneak in some supplies in your backpack before you were knocked out and dumped. The love you have helps you to keep fighting to live another day, someday you hope to see them again and start a new life together once you've served your punishment. You secretly seek revenge on the person who framed you. I play tested on Survivalist difficulty with zombies running during the day, sprint at night, no airdrops, 24 zombies alive during horde night. Unsure how a multiplayer world will play out. List of changes: - Require 25% more XP to level. - Living Off The Land only unlocks seed crafting and makes farm plots cheaper to craft. - You can craft Snowberry seeds (without perk), can be planted on most ground types. Yields 2 berries per harvest. - Lowered ranks of Salvage Operations, Miner 69'er, Motherlode, and Pack Mule to 4 ranks. Huntsman to 2 ranks. - Removed XP penalty when increasing ranks in salvage operations, motherlode and buffs that increase yield. - Adjusted Salvage Operations, increased attack speed and lowered stamina drain. - Removed Hackers Candy. (Harvesting an engine and getting 2 engines made no sense). - Increased wild zombie spawns. Twice the spawns, Triple the respawn rate. - Zombies give 25% less XP. - Animals give ~60%-75% less resources. - You now start with Mineral Water, Steak & Potato, First Aid Bandage, Painkiller, Herbal Antibiotics, a Flashlight and a Love Letter. - Dying gives a 40% XP debt and you retain your food level. Gamestage lowers by 5 instead of 2. - You retain all debuffs when dying, including infection. Dying from infection will cure you of infection. - Very hungry and starving has a penalty to stamina regen and movement speed, starving also reduces attributes by one. - Stages of hunger and thirst now increase at 60%, 30% and 10%. - Traders sell price 500%, buy price 10%. Vending machines 150%. - Traders no longer sell Tier 3 weapons, tools and armour. - Barter items: Cigar, Sugar Butts and Awesome Sauce give half their bonus. - Traders restock every 7 days instead of 3. Vending machines restock every 7 days. - Vending machines hold more items to compensate restock frequency. - Harvesting and salvaging gives 60%-75% less resources. - Mining ores resources reduced by 68%, trees by 60%. - Hitting a loose stone gives you 2 stones instead of 1. - Trees take 50% longer and crops take twice as long to grow. - Upgrading blocks cost 20% more. - Increased prices for electrical traps. - Reduced chance to harvest engines and batteries. - Spike traps are cheaper to craft, repair and upgrade. - Rebalanced resources from salvaging safes. - 67% less ammo in loot. - 60%-75% less quantity in loot. - Quest reward ammo and explosives reduced by 40%. - Removed boiled water and fresh food from loot, 5% chance of dysentery from boiled water. - Food piles less likely to give drinks. - Less medical items in loot, rare even rarer. - Common recipes cost more (Usually 1-3 ingredients affected). - Rebalanced Gunpowder crafting. 750 Coal+Nitrate now crafts 500/750/1000 Gunpowder by Hand/Chemistry/Stack. - Rebalanced Gas and Oil crafting to be less abundant. - Repair Kits also require Oil and Mechanical Part to craft. - Contact grenades has the same recipe as regular grenades. - Added gunpowder to junk turret ammo (batch of 5). - Padded and Scrap armour uses Duct Tape for repairs. - Yucca smoothie keeps you cool in the heat. Sounds logical! - Chainsaw base entity damage doubled from 6 to 12. Did someone say Doomguy? - Balanced canned food prices and food value. - Balanced medical items prices. - Engine and Nailgun scrap for 15 mechanical parts. - Clothing scraps for less cloth and leather. - Reading books and schematics now give XP relative to their economic value. - Lowered Gamestage multiplier from 1.2 to 1.0. - Traders sell 40-60% less quantity of materials and other items like ammo. - 20% less chance of eggs in nests. - Edited description of Padded and Scrap Armour to state they are repaired with Duct Tape. - You can craft stone arrows and bolts into feathers. - Returned scrapping value of metal tools, weapons and armour back default value. - Increased scrap value for books. Also gives extra time to cancel accidental scrapping. - Baseball bat scraps to iron instead of wood. - You can no longer scrap drinks, canned food, medical items and high value items. - Increased value of High Performance Running Shoes. - You can craft Snowberry Cocktails. - Lowered zombie attack range by 10%. - Traders open an hour earlier. - Sandbags now give 12 sand instead of 2. - Increased stack size of Radiators to 20. - Increased stack size of Dukes to 25,000. - Removed the Stay Within requirement for trader quests. - Renamed Charismatic Nature to Survival Instinct, affects only perked character now. - Survival Instinct passive affects balanced for single character. Rank 1: Increases Max HP/Stamina by 10. +1 inventory slot. Rank 2: Increases block damage by 20% and entity damage by 10%. +1 inventory slot. Rank 3: Increase armour/explosive rating by 2. Take 5% less damage. +1 inventory slot. Rank 4: Gain 10% more XP. - Surface boulders now give some mining resources. - Advancing to the next quest tier requires 12 completed quests instead of 10. - Cooking recipes that require canned food now give a temporary attribute buff. Gumbo Stew (Intellect), Shepard's Pie (Strength), Spaghetti (Agility), Tuna Fish Gravy Toast, (Perception). - Sham Chowder is now Tier 4 food, rebalanced recipe and food value. - Changed icon of Love Letter - Dishong (Skyscraper_01) is now a Tier 6 quest location - Added Spencer Mansion POI, a Tier 6 quest location, spawns only once. (must use nitrogen to spawn, or manually place it yourself in world editor) - Tier 6 quest rewards Tier 3 items, Quality 4-6. Check out Jonah Birch playing the mod in his permadeath playthrough. ***For the Spencer Mansion to spawn in your world, you need to download and overwrite the Nitrogen file provided*** Special thanks to @KhaineGB for helping me with my door issue. NitroGen_WorldGenerator.rar Just Die Already changes.txt
  16. To start, sorry for my English, actually I am Latin American, but well that's not the problem, the problem is that I need to know what will be the future of the game on consoles, we have waited a long time and I understand, I know it's not easy to add updates from PC to console, I don't come to complain about TFP, I know that if they would have had the clear opportunity, we should already at least alpha 18 on consoles, I just want an answer on whether or not there will be an official update on consoles, at least on PS5, or if it is necessary also at least a little hope that it is possible that there will be one in a while. And finally: 1. This in part I say this on behalf of all console gamers, as we want a new answer apart from 2019, either yes or no or a new maybe. 2. I also want to apologize to all console players desperate for a new console update that started a peaceful dialogue, isolated TFP. 3. Just in case something, thank you very much for your attention, I hope this gets to be read by the developers of 7 days to die and at least take something into account. Again, thank you for your attention, have a nice day. Again, thank you for your attention, have a nice day. Translated with www.DeepL.com/Translator (free version)
  17. Hey people! I've been playing 7DTD for about a month now and for me, farming has been a very fun aspect of the game. I think it is currently a bit "underwhelming" but has a lot of potential, so I thought about an idea on how to make it at least a bit more interesting: First of all: Sorry for any typos or wrong sentences. I am not a native english speaker but I tried my best to make it understandable. Farmers Monthly! A 7-volumes series focussed around farming and improving it, just like the other magazines are. In [] brackets I added some commentary of mine whenever I deemed it necessary / helpful. • Farmers Monthly! Vol 1 - You have the biggest... crops! (Your seed yields exceptional results, increasing the value of items planted by you by 50%.) • Farmers Monthly! Vol 2 - What a pleasant surprise! (Seeds you plant have a 10% chance to yield double the amount of items when harvested.) • Farmers Monthly! Vol 3 - Your neighbour envies you a liiiittle bit too much! (Seeds you plant have a 50% chance to become rotten when harvest by a non-allied player.) • Farmers Monthly! Vol 4 - A rare mutation! (Whenever you harvest a crop there's a 10% chance that you get a seed of the respective crop.) • Farmers Monthly! Vol 5 - Herbicides? Pesticides? Who needs those! (You are now able to craft fertilizer which increases all effects your crop and items crafted from it have by 20%.) [Aka: Food crafted from the crop sates 20% more hunger, coffee crafted from beans lasts 20% longer, stuff like that. | My idea for Fertilizer would be: 50x Rotten Flesh, 1x Vitamins, 20x Crysanthemum; 1 crafting recipe is enough for 5 rations of fertilizer.] • Farmers Monthly! Vol 6 - Go'damn birds! (You are now able to craft scarecrows which scare away birds in a radius of 5x5) [I am aware that birds / vultures do not have any effect on plants / crop. But it was thematically fitting and I liked the idea of it. Crafting recipe would be Plant Fibers, Cloth Fragments, Cotton + Wood.] • Farmers Monthly! Vol 7 - Plowin' my... crop! (You are now able to craft a plow. Hold the primary action button [M1, by default] and walk over crop that is ready to be harvested to automatically harvest it. Crops that are still in the "Growing" or "Seed" status are unaffected by this.) [Will use up some stamina but not nearly as much as punching every crop individually. Crafting recipe would be a couple of Forged Iron, Wood + Mechanical Parts.] • Farmers Monthly! 7/7 Bonus - Farm plots? What are those? (Your endeavours have made you the biggest farmer alive! You are now able to plant seeds into any soil, forest ground etc.) [And whichever "grass based" ground types there are. Basically anything that is not burnt soil, sand, asphalt or something like this.] So, that's it. If you have any input or any ideas, I'd be happy if you give me feedback. If you think this is a great idea, feel free to comment and maybe the developers will actually take note!
  18. Vampiricon's DAY of the DEAD mod pack for 7 Days to Die V19.6 Inspired by George Romero's awesome trilogy: Night of the Living Dead / Dawn of the Dead / Day of the Dead * version 4.1 now available * When there is no more room in Hell - the Dead will Walk the Earth ! The intent of this mod is to create a George Romero Day of the Dead zombie world with a much higher population of regular zombies. Burnt zombies, Spider zombies, Animal Zombies, and other zombie types that do not fit the Romero-world have been removed. The overall population and variety of regular zombies has been substantially increased, with growing zombie Hordes occurring every 4 hours. In the Romero tradition, you will need to focus on taking them out with headshots, since they are more resistant to damage elsewhere. You will have plenty of extra firepower, with an armada of over 60 new weapons and 30 new vehicles, as well as increased chances of finding ammo and explosive munitions. Each new player is given a Starter Crate with guns, ammo and supplies to help survive the first few days. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- YES this mod is compatible with SMX UI - download the available patch from the Files section. The game will still work fine without the patch. But the patch allows you to see the 3 additional menu options (Land Claims, Max Zombies, Max Animals) which are not available in SMX. SMX UI is highly recommended. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- You will most likely need to start a new game with this mod. Saved games for DOTD V3.1 and prior will not work. Tested on Alpha 19.6. Fully compatible with LAN and Internet multi-play. Fully compatible with Client installations and Dedicated Server installations. Does not work with EAC Enabled. You must disable EAC in the 7DTD Launcher. NO this mod will NOT work with other major overhauls like Darkness Falls or War of the Walkers. View the Installation file for specific instructions. The mod must be installed manually. There is a separate Install for Clients and Dedicated Servers. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download Links: Client Install for V19.6 : https://drive.google.com/file/d/14thJNL7GI2q6KFsizYxIbe7TOwctRo_r/view?usp=sharing Fully tested and working. Dedicated Install (BETA) for 19.6: https://drive.google.com/file/d/1glJE_UHQUuQeHgiAdh4G2_Qnen7Wffuf/view?usp=sharing NOTE: Dedicated Install not fully tested. Please let me know if you have any issues. SMX Patch : https://drive.google.com/file/d/13x8XJP9tpBHiqoaiOE_9rwEJqHChKoVx/view?usp=sharing Use this patch if you use SMX UI. Day of the Dead is fully compatible with SMX. This patch simply allows you to see the 3 extra menu options (Land Claims, Max Zombies, Max Animals). Key Features of Mod Pack: There is a major overhaul to the zombie population so it is more like a George Romero world.George Romero zombies do not run or scale vertical walls like insects.They shamble, they walk, they jog, they can move a bit quicker when aggressive. But not sprint or run.This mod purposely moves away from the zombies you find in 28 Days Later or World War Z.Zombies can only be killed by headshot or smashing the head or by extreme damage to the body.And most of all, they are found in large numbers, to slowly but surely swarm and surround you.....Zombies that do not fit Day of the Dead have been removed: - Burnt zombies- Spider zombies- Fat Cop zombies- Wight zombies- Animal zombiesGeneral zombie population is increased by a factor of 7X and more variety has been added to all Biomes and Zombie Groups. - There are a lot more regular zombies in Cities, Towns, Villages, POIs, and all Wilderness areas.- Much more variety has been added to zombie groups, so that more zombie types appear across the different biomes. - There is a small chance of encountering Feral, Radiated and Legendary zombies in early stages for added challenge.Wandering Horde settings:- Wandering Hordes will start from midnight on Day 2 to give you a little breathing room.- Wandering hordes start at 10 zombies on Level 1 and gradually increase as the Game Stage increases. - By Game Stage 50 you will reach 25 zombies per horde.- By Game Stage 150 you will reach 50 zombies per horde. - Hordes will then increase by 5 zombies every 100 Game Stages until it peaks at 75 zombies.- As the Game Stage increases further you will get more Feral, Radiated and Legendary zombies in the Horde.- Horde Frequency is still every 3 hours.- The game's AI director can be hit-and-miss with Horde generation. - The Horde may find you or it might just miss you or may not appear at all. It can vary. - It depends what you are doing, your heat map, whether your location has changed, or how noisy you are. - Sometimes the Horde will be instructed to wait 1 hr, sometimes 12 hours, and sometimes will not appear at all.Zombie jump distance has been slightly increased. - Zombies can climb ladders, climb each other, and jump a little higher. - They can stack on top of each other to reach areas 3 or 4 zombies high. - They can actually reach quite high places and roof areas, refer to the mod screen shots for examples. - Spider zombies that scale high vertical walls have been removed. Feral and Radiated zombies still start appearing as the Game Stage and difficulty increase, but they have been modified. Difficulty progression tier is still Normal --> Feral --> Radiated --> LegendaryFeral zombies:- Health, Aggression speed burst and Pain Resistances have been lowered. - Consequently the Experience Earned is also reduced. - Still tougher than Normal zombies and more experience earnt. Radiated zombies:- Their regeneration capability has been removed, so they no longer heal on their own. - They still heal if they bite you.- No longer appear in a radiated mesh. - They will either have green glowing eyes only (about 30% of the models allow for separate eye mesh) - or just look like Ferals with orange eyes (for the remainder) - Health, Aggression Speed burst, and Pain Resistances have been lowered. - Consequently the Experience Earned is also reduced. - Still tougher than Feral zombies and more experience earnt. - Legendary zombies:- Added into the general population for later game stages.- There are three: Legendary Lab zombie Legendary Business Man zombie Legendary Utility Worker zombie- These are higher challenge zombies to replace zombies like the Fat Cop and Wight which have been removed.In true Romero tradition - Zombies only take full damage from headshots. - You can still slow them down, knock them over, knock them back, burn them, dismember limbs, and even kill them through body damage.  But they are much more resistant and take minimal damage to the body unless dismembered. - You will only get full value for weapon damage through headshots. - If you get a clean head shot you have a high possibility of the head exploding for an instant kill. - You also get a 200% bonus to your starting dismemberment chance for all weapons. There are lots of additional guns and ammunition available to assist you. - Over 60 new military weapons including pistols, shotguns, rifles and SMGs. - 2 flamethrowers, wide and narrow bursts.- New Concussion grenades, shock grenades, shock arrows and show bolts.- Significant improvements to automated gun Turrets.- Junk Turrets easier to craft. - Junk Turrets have increased range, coverage and awake distance.- Deploy up to 6 active Junk Turrets. 1 to start with (find the recipe!) and gain an extra 5 via Robotics Inventor skill.- 4 new automated Turret types (including M60 and Sniper variants) built from a separate Turret Workbench.When starting a new game, players will have a Starter Crate filled with gear to help you get started. 1 Rifle with 600 rounds of ammo 1 Pistol with 100 rounds of ammo 4 Molotov's 2 Concussion Grenades, Shock Grenades, and Dynamite Sticks. 5 Repair kits Random Medical and Food supplies All players receive the following bonuses by default. Bonus damage for clean head shots with increased chance of the head exploding. This will stack with existing Perks/Skills. 200% bonus increase to base Dismemberment chances. This will stack with existing Perks/Skills and impacts ALL weapon types. The base level experience required to go up a level has been increased from 10000 to 15000 due to all the extra zombies. Otherwise you will level too quickly and experience stronger zombies before you are ready. The following existing explosive ordinance have been tweaked to be more effective against zombies in DOTD. - Entity damage has been increased with additional head damage bonus. - Explosive radius has also been slightly increased. So try not to blow yourself up.- Rockets - HE and Frag - Grenade - Contact and Timed - Dynamite - Molotovs - PipebombsNumerous other enhancements: - 2 skill points per level instead of 1. - HUD updated to display Health, Food, Water, Temperature, Elevation, Zombie kill counter and Death counter. - Multiple Land Claims (selectable from Game Start menu). - Reduced night ambience to make it darker, with medium layer of fog. Slightly darker inside. - Added 26 new vehicles. - Added 4 new motorcycles. - Added 60 slot backpack. - Added craftable log spikes. - All animals and animal zombies removed except Rabbits and Chickens which are basically invulnerable. - Raw animal materials now available from all Traders. - Added ability to pick up plants with E. - Additional craftable doors. - Additional decorations. - Added Iron Gates. - Added Paintings and Posters. Zombie Speed and Number Settings You can still configure the zombie speeds and numbers as you desire. But for a Day of the Dead experience, recommended settings are provided.This basically means no running zombies, as you find in 28 Days Later and World War Z. These settings are all found on the Basic tab when you start a game. For servers you have to configure these settings in the serverconfig.XML. Recommended Settings: Zombie Day Speed WALK Zombie Night Speed JOG Feral Zombie Speed JOG Blood Moon Zombie Speed JOG or RUN Maximum Zombies 100 - 150 Maximum Animals 25 Blood Moon is available. You can turn it on or off as desired. I turn it on for a little bit of variety in the Gameplay - and set the Zombie speed to RUN only on Blood Moon night. All zombie speeds are available (Walk, Jog, Run, Sprint, Nightmare) But recommended settings are provided above for a Day of the Dead experience. There is a reminder on the Menu screen when you play the game.What is new in Version 4.1 ? - Updated for 7DTD V19.6 compatibility. - Added Sam's Special Ammo (Shock Grenade, Concussion Grenade, Shock Arrow, Shock Bolt). - They have also been added to Loot Tables and Zombie Drops. - Added Doughphunghus's buff sounds which provides additional zombie noises. - Enhanced Pipe Bombs to be more effective against zombies. - Updated the Starter Kit. - Changed starting Rifle to ACW-R, and starting Pistol to P226 for variety. - Added 2 each of the new concussion and shock grenades. - Added 2 sticks of dynamite. - Added compatibility patch for SMX Menu UI so that you can see the additional settings: - Land Claim Count / Max Zombies / Max Animals - They have been added to the general tab - Changed Wandering Hordes from every 4 hours back to every 3 hours. - Wandering Hordes are very hit-and-miss. Sometimes they spawn, sometimes they do not. Sometimes they wait 1 hour and sometimes 12 hours. - KhaineGB is aware of the issue and is looking into it. - Increased wilderness spawns from 5X back to the original 7X since you now have more chance to find Guns & Ammo & Explosives. - Proportional increase to the Ammunition amounts found in Loot and Zombie Drops to balance the additional zombies.* For a full history on changes, refer to the Version History TXT file. Installing V4.1 for existing users If you have an existing version of Day of the Dead (for those on V3.2 or older): First delete any of the existing Day of the Dead mod folders from within your 7DTD "Mods" folder. View the UNINSTALL README for instructions. Or just clean out your whole Mods folder if you only use my mod pack. Do not apply the update over the top. Delete the old versions from the mod directory first. Note: You do not need to do anything with this folder: 7DaysToDie_Data\Managed Then install V4.1 as per instructions.Weapons Introduced by Skyriss's Vanilla Firearms Extended: Pistols: M1911 Mark 23 Glock 17 Makarov TEC-9 P250 Walther P99 USP .45 revolver 9mm revolver Desert Eagle in 44 mag Shotguns: RSX-1 Semi auto shotgun Single barrel shotgun Rifles: M1 carbine in 9mm SKS Ak-101 AR15 HK416 G36C SVD SCAR-H SCAR-L SG-553 Sporting Rifle (5.56x45mm bolt action) Varmint Rifle (9mm bolt action) SMGs: AKS-74u Vz 62 Skorpion Micro UZI Mac-11 UMP-45 PP-19 Skorpion Weapons Introduced by Smadol's Firearms Expansion: Colt38 (T0 pistol) Beretta NANO (T0 pistol) Colt1911 (T1 pistol) P226 (T1 pistol) Glock40 (T2 pistol) H&K USP (T2 pistol) VZ61 Skorpion (T0 smg) Mac10 (T1 smg) KRISS Vector (T2 smg) Winchester (T1 shotgun) SPAS-12 (T2 shotgun) KSG-12 (T3 shotgun) M1 Garand (T1 semiautomatic rifle) SR25(T2 semiautomatic rifle) JNG90 (T2 bolt-action rifle) M98 (T3 bolt-action rifle) FNFAL (T1 assault rifle) M16(T1 assault rifle) ACW-R(T1 assault rifle) FNSCAR (T2 assault rifle) M4-A1(T2 assault rifle) ARX-160(T2 assault rifle) M240(T3 machine gun) ONLY T0 AND T1 WEAPONS CAN BE CRAFTED, THE OTHER ONES CAN ONLY BE FOUND IN LOOT OR BOUGHT FROM TRADERS.Beretta M9 and Beretta M92 are available only in cheat mode because they are the same weapon as the vanilla pistolSpecial Weapons: M134 Minigun can be found only in military boxes (2% chance), this weapon has the highest DPS of the game but will drain your ammo supplies and will slow you down while holding it. Flamethrower a special anti-horde weapon, it's governed by the perk advanced engineering, can use motor tool mods and gas can as ammo. This weapon can be crafted after reading the schematic or found in destroyed workbenches (2% chance). Railgun a special hi-tech weapon for the intellect class, it's governed by the perk electrocutioner and uses iron dart as ammo. This weapon can be crafted after reaching electrocutioner level 5 or found in secret hidden stashes (2% chance). M82 Barrett a heavy 50 cal sniper rifle with a insanely high dismember chance that can use only special .50 bmg bullets and the variant Incendiary and Armor-Piercing. This weapon can be found only in military boxes (2% chance) and came with its own scope that can be replaced by 8x scope. M1A2 Thompson Old and legendary Automatic Submachine Gun that uses 9mm Ammo. Holding this weapon while wearing a full suit and a press hat will grant you a 40% bonus buying and selling goods. This weapon can be found only in gun safes (2% chance). AA12 this full automatic shotgun has massive damage output and a strong recoil. Found only in gun safe (2% chance). M79 GL40 a small grenade launcher less powerful than a rocket launcher but also more handy and easy to use. This weapon is craftable after reading the schematic and can be found in loot or bought from traders, uses 40 mm grenade ammo. Telric's Flamethrower: Smaller Arc, more concentrated, slightly longer distance, governed by the perk advanced engineering Vehicle Introduced by Bdubyah's Vehicles Box Truck: 4 seater. Slow. Bad fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 4 BRDM-2: 6 seater. Slow. Okay fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 5 Buggy: 2 seater. Very quick. Great fuel mileage. 4x4 storage. Grease Monkey 4 Charger: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Cruiser: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 Dirt Bike: 1 seater. Very quick. Excellent fuel mileage. Bicycle storage. Grease Monkey 3 Duster: 2 seater. Slow. Okay fuel mileage. Gyro storage. Grease Monkey 5 GNX: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Golf Cart: 2 seater. Slow. Excellent fuel mileage. Minibike storage. Grease Monkey 2 Hot Rod: 2 seater. Very quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Humvee: 4 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Junker: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 Marauder: 2 seater. Quick. Bad fuel mileage. 4x4 storage. Grease Monkey 5 MD-500: 4 seater. Quick. Okay fuel mileage. Gyro storage. Grease Monkey 5 MRAP: 4 seater. Slow. Okay fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 5 Nova: 2 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Pickup: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Rat: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 SHERP: 4 seater. Slow. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Stallion: 2 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 UAZ 452: 6 seater. Slow. Okay fuel mileage. 4x4 storage. Grease Monkey 4 UH-60: 6 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 5 Willy Jeep: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Work Truck: 2 seater. Slow. Good fuel mileage. 4x4 storage. Grease Monkey 4 All vehicles are balanced to compare to vanilla. Parts can be crafted, found in loot, or bought from traders. There is also now a Mechanic trader with his own custom POI! It is protected like a normal trader, but can not be used for quests Motorcycles Introduced by MOO:Chopper Sports Bike Harley Dirt Bike Detailed Junk Turret Modifications: You can have up to 6 Junk Turrets working concurrently (requires perkTurrets skill for robotics). You can use 1 Turret to start with (if you find the recipe) and 1 extra Turret per robotics level (perkTurrets). Improved accuracy. Firing range increased from 15 to 30 metres. Angle of fire increased from 70 degrees to 120 degrees for larger coverage (horizontal and vertical). Magazine size set to 2000 rounds. For the Robotics Inventor skill, the range at which Turrets remain awake has been pushed. From (10,14,15,16,17,18) blocks to (30,34,38,42,46,50) blocks. Recipes have been included to make it very easy to craft the Turrets and the ammo for them. There is also a very simple recipe for a Workbench. None of these require a schematic but you will need Robotics Inventor skills to have 5 extra Turrets. Changes to Animal Population:I have decided to remove the animal butchery part of the game, so you can focus on zombie killing instead.I am not interested in that side of the game, I play to shoot zombies not kill helpless animals. All animals have been replaced by a standard zombie, except Rabbits and Chickens which are basically invulnerable and offer no experience for killing.To compensate, animal raw materials are now available from the Traders at any time for purchase, as well as you starter kit. Compatibility with other mods: The mod is largely designed as a stand-alone pack.However you should be able to use other mods, depending on what the MOD does: Any mod that adds new features should be fine Any mod that adjusts things that I do not adjust should also be OK You should avoid using any of the mods that are already used within this pack, as this will potentially cause conflict. This mod does change things in relation to entitygroups, entityclasses, spawning, blocks and several other XML files. The changes mostly relate to zombie behavior, zombie numbers, zombie types, etc.There are also a number of minor UI adjustments. I would avoid anything that adjusts zombie behavior mainly.Otherwise, use discretion and keep an eye on the log (F1) for compatibility issues during loading.With vanilla 19.5 and my mod installed, there are no errors in the log during start up.You may see Mesh/Map related errors *just* prior to entering the game but these are nothing to do with my mod.Any mods that do a major overhaul of gameplay are likely **not** to be compatible either. This includes overhauls like Darkness Falls and War of the Walkers.>> Feedback is that the SMX UI mod works OK <<Endorsements: This mod has been made for your enjoyment - no profit. However if you enjoy playing this mod, please endorse. Any allocated % of the overall donation pool will go to the Wildlife Conservation Society. Many thanks!Credits: Below are the packs I have utilised in the Day of the Dead mod. Some of these mods have been modified from the original.A very big thanks to those who have worked on the mods below, without your efforts this mod would not exist !!!!!!! Please let me know if I have missed anyone. - All features from KhaineGB's Romero Mod - REV6:7-8 reality check - Shock's 2 skills per level mod - Sykriss's Vanilla Firearms Extended - Smadol's Firearms Expansion 4.3 - Bdub's Vehicles - Hesbic Gun Turret mods - fatrap's Junk Turret modifications - Almonds Turret Mod - IceBurg's Craft Doors - sLimLong's Decorations Plus - TelricsFlamethrower - TelricsIronGates - Ztensity's Paintings & Posters - Jax's Wilderness Spawn increase - Khelldon's Starter Crate - Scomar82's HUD Notes on Vanilla Firearms: I have fixed the issues with Sykriss's Vanilla Firearms Extended mod which seems to be for Alpha 18 only. You should see all weapons and ammo in dropable loot, and the AK101 is fixed. Installation: Please refer to the README.TXT. Manual installation only. It is recommended that you clear out any existing mods to start with. Do not use any of the above mods listed in the credits. Modified versions are included with this pack. Bugs and Feedback:Feedback welcome. Please report any bugs.FAQ:How do I install this MOD? Download the appropriate MOD file - CLIENT or DEDICATED SERVER. You need WINZIP or 7ZIP or similar application to open the MOD file. Extract the MOD file directly into your "7 DAYS TO DIE" directory. Select Y when prompted to overwrite 1 file. The files will all go to the correct location. Follow the INSTALL guide for more information.What Version of 7DTD do I need? This mod will only work on Alpha 19.6.What Installation Version of the MOD do I need? If you are using a DEDICATED SERVER install then use the DEDICATED SERVER installation.For all other instances (SINGLE PLAYERS / LAN or NETWORK PLAYERS ) use the CLIENT installation.Is this mod pack compatible with existing Save Games? The short answer is no - If you have never used the Sphere II core mod before then you will have to start a New Game / New World. If you upgrade to DOTD V3.2 from an older version then you will also have to start a New Game. It is also recommended that once you start playing - you keep your Saved Games associated with this mod.Does this mod support multiplayer? Yes. This mod fully-supports multiplayer. For dedicated server installs, you need to install the Server version of the mod. Just make sure everyone installs the mod.If someone connects to my DOTD game, will they automatically receive the files? No. Harmony files will not get pushed automatically. Everyone involved in the game must manually install the files first: Clients and Dedicated Servers.Can I run this on a dedicated server installation? Yes. Install the Dedicated Server version of this mod instead.Is this mod pack compatible with other mods? This mod pack is largely designed as a stand-alone pack. You should avoid using any of the mods that are used within this pack. Since I have modified most of the 3rd party mods I have used, you should use the versions provided here. This mod pack changes things in relation to entitygroups, entityclasses, spawing, blocks and many other files. So you should avoid mods that change zombie behaviour, zombie numbers, zombie types, junk turrets, etc. Any mods that do a major overhaul of gameplay are likely **not** to be compatible either. --> It will not work with overhauls like Darkness Falls and War of the Walkers. <-- HOWEVER If you are using other mods that add new things, and do not fiddle with the above, then you should be fine. Use discretion and keep an eye on things in the log using F1. What happens if I see errors in the log F1 ? If you are using my mod pack alone you will see NO ERRORS in F1 as the game loads, except for the map/mesh errors that are shown right before you start. These are not due to this mod, but the map you are using, and nothing to worry about. If you do see errors, this is most likely because you are using a conflicting MOD or you are not on the correct version of 7DTD.What files are modified during installation? The Romero mod adds or overwrites the following files in the 7DaysToDie_Data\Managed folder:0Harmony.dllAssembly-CSharp.dll <- For most people this is the only file that will be overwrittenDMT.dllMods.dll All other changes are new folders in the Mods directory.Can I adjust the Wandering Horde settings ? It is not recommended that you change these any more. The current settings are designed to provide a difficulty curve now, in line with the rest of the game.How do I apply the recommended Zombie Speed and Zombie Number settings for a Single User / Client machine ? These settings are all available in the Start or Continue menu tabs when starting a game.How do I apply the recommended Zombie Speed and Zombie Number settings for a Dedicated server ? The following settings are all available in the Start or Continue menu tabs for the Single Player game.For dedicated clients this all needs to be configured in your SERVERCONFIG.XML files.Read the SERVERCONFIG.XML for more information.These are the settings recommended for DOTD. ( 150 / 25 zombies and walk / jog / jog / run ) <property name="MaxSpawnedZombies" value="150" /> <property name="MaxSpawnedAnimals" value="25" /> <property name="ZombieMove" value="0" />  <property name="ZombieMoveNight" value="1" /> <property name="ZombieFeralMove" value="1" /> <property name="ZombieBMMove" value="2" />
  19. First I would like to apologize for google translate. 1) It would be more interesting if the unstable structure did not immediately break down, and the block closest to the support lost strength, and the more the structure was unstable, the faster the support block would collapse. 2) In the game, the danger of using a firearm is not really felt, sometimes it is not even noticeable that zombies run to the sound, it feels like they do not hear it at all. 3) I would like to see the cave system in the generation of the world with mines and mini dungeons. 4) The game lacks destroyed planes with loot (military, passenger) 5) I would like to see a new type of spikes that are driven into the wall, and are not installed next to the wall like the current spikes. Let's say there were 2 versions, long and short. The long ones could be destroyed by zombie strikes, and would cause damage with a slowdown, and the short ones would cause damage (low, because this is damage to the arms) every time they hit the block on which they are standing, and their destruction would only be possible if they break block, and could be collected in inventory. 6) Now the abilities in the game are quite unbalanced, from the beginning of the game you can improve trade and knock out good weapons from merchants, it would be more logical if improving one line of skills would reduce the effectiveness of other branches of abilities. In other words, by improving only intelligence to the maximum, the character's damage from all types of weapons and health and stamina indicators would worsen. And to avoid this, it would be required to maintain the same level for all branches of abilities. 7) It would be possible to add states depending on the skills (botanist, bully, shooter, military, engineer, mechanic) and so that belonging to one of the types would affect some abilities positively, and others negatively. And with the improvement of all branches at once, everything in a row would be a neutral state (survivor) without bonuses, or very low bonuses, but to everything. This is almost the same as in the previous suggestion, choose yourself which looks more adorable.
  20. Grey's Prophecy is a flavoring of the default game. The goal of the mod is to add fun stuff, and some humor, while keeping close to the vanilla formula. Some of the bigger changes that you will encounter are: 10 slot toolbelt - Courtesy of Khaine (DF creator) Mumpfy's zombie texture variations Perk System overhaul to a more class based system, including 2 that don’t require adding points to the parent attribute Class types Warrior Hunter Gunslinger Blacksmith - Mini Class (5 levels) Engineer Rogue General Talents Jack of All Trades Empath Separate repair kits/items Iron tools are repaired with Forged Vanilla repair kits are still used for repairing vehicles Bigger backpack 96 slots Bigger stack sizes for most items More new zombie types 4 from a18 and 2 new ones Reworked Rekt and Hugh zombies to now look like zombies, and added radiated versions Craftable weapon, tool, and gun parts, so you don’t have to rely on looting/buying them 2 new book sets The Wizard’s Toolkit Savage’s Books of Nonsense 4 new vehicles Semi Truck that seats 6 and has 108 slots! The General Lee! Coka's Skyline Horse with no name New weapons, tools, and items, some that give nods to our favorite streamers The Uncle Sam Hammer Shugg’s Spikey Club Gan’s Epic Rod Fong’s Staff of Pain Radiomantic Knuckles PB’s Spartan Pickaxe Framer’s Choice Broadsword Dragonblade Wooden Mace Iron Mace Katar Medieval Axe Medieval Battle Axe New item modifiers Ice Weapon Thorns Shock Armor There's still more to add and we hope you enjoy playing it as much as we have enjoyed working on it! You can get the mod using the mod launcher: http://7d2dmodlauncher.org/, or by downloading the files from the repository here: https://dev.azure.com/pouellette25/Greys-Prophecy-a19/_git/Greys-Prophecy-a19. Support us on Patreon! https://www.patreon.com/ganthegrey Find us on Twitch: GanTheGrey SavageHarbinger Join the Discord: The Wizard's Tower Terms of use: The majority of the modifications are using the game’s built in models, materials, icons, etc… Have been found as free assets in the Unity store, or have been created by me. As such these are available for use. The following is a list of the Unity assets used that are available to use: https://assetstore.unity.com/packages/3d/props/interior/crafting-table-160161 https://assetstore.unity.com/packages/2d/textures-materials/ice-materials-133660 https://assetstore.unity.com/packages/3d/props/weapons/fantasy-staff-lite-54999 https://assetstore.unity.com/packages/3d/props/weapons/staff-of-pain-48820 https://assetstore.unity.com/packages/3d/props/interior/plates-bowls-mugs-pack-146682 https://assetstore.unity.com/packages/3d/props/interior/ygs-mugs-96665 https://assetstore.unity.com/packages/3d/props/interior/free-alchemy-and-magic-pack-142991 https://assetstore.unity.com/packages/3d/props/tools/tools-pack-1-20510 https://assetstore.unity.com/packages/3d/vehicles/land/post-apocalyptic-truck-with-armor-45422 https://assetstore.unity.com/packages/vfx/particles/fire-explosions/flames-of-the-phoenix-46176 https://assetstore.unity.com/packages/3d/environments/fantasy/blacksmith-s-forge-17785 https://assetstore.unity.com/packages/3d/props/weapons/dragonblade-pbr-fantasy-sword-96982 https://assetstore.unity.com/packages/3d/props/weapons/free-pack-of-medieval-weapons-136607 https://assetstore.unity.com/packages/3d/props/weapons/ultimate-weapons-pack-lite-94668 https://assetstore.unity.com/packages/3d/props/weapons/horror-weapon-set-1-26142 https://assetstore.unity.com/packages/3d/props/weapons/medieval-weapons-vol1-free-demo-120361 The General Lee model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://assetstore.unity.com/packages/3d/vehicles/land/hd-car-american-muscle-01-101297 Coka's Skyline model was purchased and is not available for use or redistribution! If you like the model, and want it for your project, you can find it here: https://www.cgtrader.com/3d-models/car/racing/nissan-skyline-gtr-fast-and-furious Special Thanks: Guppy's Discord modding server for help with issues and ideas Xyth for the hard work getting the custom animation controller working! Khaine for the 10 slot toolbelt Mumpfy for the zombie texture variations UncleSamIAm, Shugg, NoxAegis, AlphaDragonGaming, LoriannTucker, PayneStoneback, biggytoe, and Bluejoy for QA CokaGaming, TexCubSF, NoxAegis, and PandaPants75 for their continued support! And of course TFP for creating this game in the first place!
  21. Are you a Resident Evil fan? Are you up for a challenge? Welcome to Resident Evil, where it all began! I started building the Spencer Mansion back in August 2017 (Alpha 16.2), I've been working on this passion project of mine for 3 and a half years now. I am very pleased with the final build and would love to share it with the 7 Days to Die community, so that you may all enjoy a very unique 7 Days experience. This is a replica of the Spencer Mansion as close to a 1:1 scale within the limitations of the game, using only vanilla assets. The goal of the challenge is to build a Gyrocopter and use it to fly to the trader, talking to the trader will complete the challenge. But of course there are rules! Any of the following will automatically lose the challenge: (1) Dying. (2) Going outside the boundary of the mansion on foot. (there's a visible boundary don't worry, and there's nothing out there anyway) (3) Using any console commands. (only exception is for performance improvements) (4) Editing any of the files. (5) Using any modlets. (with the exception of localization) (6) Playing with any amount of day time period. (7) Playing with more than 125% XP and/or more than 134% Loot. How to install (If not using Mod Launcher): (1) Make a fresh copy of the vanilla game folder (A19.3 or A19.4), rename the copy to something like '7 Days to Die Spencer Mansion Incident'. (2) Extract the Data and Mods folders to the new copy you've just created. Example location C:\Steam Games\Survival\7 Days To Die Spencer Mansion Incident PLEASE READ: When playing the mod for the first time or when playing it again after playing another mod/vanilla, you'll have to change all of the settings at least once so the game recognizes the new settings. If you don't, you could be playing with 200% Loot, 300% XP, et cetera, unintentionally. More importantly, you want to avoid playing with any day time. You WILL NOT have a good time if you have day time. So be sure to change your settings before playing. When making a game, be sure to select 'Spencer Mansion Incident' as your world name. Optional extra challenges for those super fans: (Feel free to record your gameplay for boasting) (1) Knife Only: Finish the game with only using either the Survival Knife or Combat Knife. Machete doesn't count. (2) Untouchable: Finish the game without ever taking any damage from any sources. (3) Speed Run: Finish the game as fast as possible. (Some potential competition for people) (4) Poisoned: Upon starting a new game, use the console command "buff buffpoisoned" (without quotations, this is an exemption to the console command rule) and finish the game without ever curing your poison. Default Settings Make Sure Friendly Fire is turned on in the Multiplayer tab. Download: From the Mod Launcher. Manual Standard Install - https://github.com/Frantic-Dan/Standard-The-Spencer-Mansion-Incident Manual Content Creator Install - https://github.com/Frantic-Dan/Creator-The-Spencer-Mansion-Incident In-game map of the mansion: (spoilers) Updates: Hotfix V1.13c Changed - Swapped Feral Hawaiian model back to the old one. (This fixes the broken AI) Hotfix V1.13b Changed - Swapped Hawaiian model back to the old one. (This fixes the broken AI) Hotfix V1.13a Fixed - Newbie defence buff didn't work as intended. Changed - Newbie defence buff now mitigates 15% damage. V1.13 Fixed - some crawlers got stuck in doorways. Fixed - Leather armour pieces can now be scrapped. Removed - Mega crush from vending machine. Added - Mega crush recipe. Added - Newbie coat provides a 10% less stamina drain and boosts Armour by 10 until level 6. Added - Botany book now teaches you how to craft first aid bandages, takes 15 minutes to research. Changed - Rebalanced mega crush buff and duration. Changed - Top row of inventory is a copy of the toolbelt, newly obtained items will NOT go into your toolbelt, unfortunately. Changed - Nerfed bears Health, damage and XP by 25%. Changed - Rebalanced quantity of brass and dukes. Changed - Molotovs need less gas to craft. Changed - You now start with the XP bar half filled. V1.12 (**Requires a new game**) Added Assault Shotgun Added crawler variety Stumps always give honey now Lowered health of dead animals by half Increased gamestage needed for iron age to 20 Buffed heavy armour perk to 10% per rank Removed 34% and 67% loot abundance Gave flashlight extra dismember chance +1% normal and +2% power Increased combat knife block damage by 50% Removed starting with lockpick, food and drink Moved lockpick, food and drink to the east safe room Lowered ammo stack size to 5 reloads worth (7.62 stacks to 60) Lowered ammo bulk crafting size to 30 Removed most vanilla journal entries Added 7 written notes as journal entries New recipe, First Aid Kit can be crafted into 3 First Aid Bandages Increase damage bonus from mods to 16.7% Lowered HP of jail doors to 15k for easier wrenching Insulation and armour plating mods can go onto clothing Increased damage bonus from perks to 17% per rank Lowered ranks of combat perks to 3 Destroyed forge must be repaired, gives 45 bullet tips when looted AND MUCH MORE! V1.11a through to V1.11d Fixed - some localisation text. Fixed - Red Herb and Blue Herb seeds couldn't be unlocked. Fixed - more localisation Changed - Slightly increased damage of knives and bullets so that when playing on A, S and S+ difficulty, the final damage inflicted is rounded up 1 more damage. Fixed - Mixing Green and Blue herbs was imbalanced, requiring 2 Green Herbs instead of 1. Fixed - Rebalanced the healing amount of Blue Herb Cream and Green+Blue Herb Cream. V1.11 (**Requires a new game**) Added - Red Herbs and Blue herbs and all Herb mixing recipes. Added - Anti-venom First Aid Bandage. Added - Poisoned debuff. Snakes and Spider Zombies inflict poison. Added - New enemies. You can find out what they are for yourself. Removed - Infiltrator and Hardcore Parkour perks. Removed - 2 Grenades and 1 Rocket ammo. Removed - Nightvision goggles Changed - Wrench now benefits from Miner 69'er. Changed - Healing items heal a little more. Changed - Lowered the stack sizes of medical items. Changed - Lowered the stack sizes of Throwables and Rocket Frags. Changed - Rebalanced medical loot Changed - Looted Rifles come with 5 rounds of 762 and Machine guns come with 10 rounds of 762. Changed - 762 ammo requires less gunpowder to craft. Changed - Increased required Gamestage for Iron age to 15. Changed - Coffee and Fortbites have a longer duration. AND MUCH MORE! V1.10 Does not require a new game: - More Japanese translations. - You can now pick up your traps and electrical blocks with a wrench. - Handgun and Combat Knife are now black by default. - Removed schematic unlock listing on gyrocopter parts to remove false hope of finding the schematic. Requires a new game - Made it more clear on where to place the ladder in the library. - Reduced HP on non-gamestaged shipping crates to 75HP for easier access. - Workbench must be repaired with a claw hammer and 25 repair kits, repair kits are dropped by Tyrant. V1.09 Reduced food and water drain when you are level 1 through 5 to almost zero. Translated new text to Japanese. Fixed the possibility of the second last quest to bug out and become impossible to complete. Moved the World and Prefabs into the mod folder, for easier installation. (Thanks Chikorina) **You must update** Added two new rules: Loot abundance above 134% and XP above 125% also loses the challenge. V1.08 (**Requires a new game**) Added a guaranteed Engine. Lowered XP needed to level. Harvesting materials gives triple XP. Learning Elixir is unlocked and uses oil instead of acid to craft. Reduced craft time of Steel, Crucible, Gyrocopter parts and Can of Sham. Crucible needs less clay and stone to craft. Oil is cheaper and faster to craft. Advanced Engineering Rank 5 now needs Intellect 9 instead of 10. Collecting full Gyrocopter gives you forgetting elixir. Tyrant drops learning elixir and blessed metal mod. Tyrant no longer inflicts critical injuries. Extended the Escape phase slightly. Added fat to bacon and eggs recipe, +4 food +2 health. Removed some ammo. Nerfed Fortifying Grip. V1.07 Removed - Death penalty not working as intended V1.06 (You DO NOT need a new game, you can continue existing playthroughs) Lowered Bird Nest respawn time to 7 real hours (Was 15). Shipping crates give more loot. Broken glass can no longer be eaten. Some cooked meals are cheaper to craft. Seeds are cheaper to craft. Fixed the flooding leaking into the back of the kitchen. (Hopefully) Playing a game with day time is now dangerous (Set your game to always be night, change daylight length between -1 and 0 a couple of times) Added a death penalty to reinforce that dying loses the challenge. Crucible can now be scrapped for 15 mechanical parts. Gyrocopter Chassis needs 10 less mechanical parts to craft. Lowered the health of the hardened chest to 10,000 so it can be harvested for mechanical parts. V1.05 Changed - Japanese sign now have Japanese characters. Added - Super Goggles. All attributes except strength +1, Loot bonus +10, XP +30%, Craft time -20%. (dropped by Tyrant) Changed - Increased Wrench speed by 50% and lowered stamina cost by 33%. Changed - Increased chance to harvest acid from barrels and medical cabinets after reading the wasteland treasure book. V1.04 (Make a backup of your save first, there's a small chance of your character resetting to level 1) Your save can be found here: C:\Users\your PC name\AppData\Roaming\7DaysToDie\Saves Removed - Lucky Goggles, they give 0 loot bonus. (Sorry, they broke progression) Added - signs in Japanese. (Requires a new game) Changed - Lowered required attributes for Master Chef, Living off the Land and Iron Gut. Changed - Made some secrets easier to see. (Requires a new game) Removed - Most old cash from loot, increased amount of dukes in loot. V1.03 Added - Hops farming and 4 extra farm plots. (requires new game) Changed - Planted seeds are now at ready to harvest stage plus seed. (requires new game) Changed - Lowered cost of mechanical parts, electrical parts and springs in various recipes. Changed - Grenades use an electrical part instead of mechanical, and removed spring. Removed - 10 - 50 minute day lengths, Added 105 and 120 minute day lengths. Fixed - Potted plants can be scrapped and smelted Added/fixed - New descriptions and fixed spelling mistakes for Japanese translation V1.02 Fixed - An oversight where the Sword Key gave you the Handgun instead. Changed - Wolf and Zombie Dog speed lowered so Knife Only playthroughs are more manageable.Added - Japanese Translation V1.01 Fixed - Playing with 34% and 67% loot abundance made it very likely impossible to get the Pump Shotgun, Rocket Launcher, Magnum Revolver, Grenades and Rocket Launcher ammo. Changed - Lowered Scrap Iron cost for crafting Scrap Armour pieces from 60 to 40. Special Thanks: JaxTeller718 - For getting me into modding. KhaineGB - For helping me with the doors. Khelldon - For the main menu modlet. chikorina - For the Japanese Translation, Red and Blue herb models, and investing time to help me. HaidrGna - For helping me with the duplicate toolbelt. I'm looking for language translations for languages other than English and Japanese, I'll be greatly appreciated!
  22. I looked everywhere, but sadly i saw nowhere a Mod, that makes the female Player Grace more Beautyfuller, cause her Face looks a bit yuuk for me, too rough, too Male looking like, with one Word, she is ugly as Hell. So is there any Mod that let her look like a Real Women and not like my Grandgrandma ? Tysm
  23. It is certainly nice and helpful to create bookmarks. But if you like to add notes to locations (day of the spawn) it gets confusing quickly. Especially that all bookmarks are permanently displayed in the compass and can not be hidden is annoying. An option to hide the bookmarks from the compass would be very welcome.
  24. I'm aware that an overhaul of the repair system probably falls under the heading of 'balancing the game economy' which is something that probably will not, and should not, be addressed until beta. The current repair system is certainly 'good enough' for alpha. That said, I'm hopeful there is a serious overhaul of the repair system planned for some point in the development roadmap. The current system means that as soon as you have reliable sources of glue, cloth and iron, repair is a non issue. The amount of those resources required is pretty trivial, so repair itself is trivial. Even if the requirements were increased, they're very basic resources, so getting enough of them is unlikely to require impactful gameplay decisions beyond very early game. I think the characteristics of a good repair system are: The system requires a trade off between reliability (risk) and resources invested. I.e. keeping your gear 100% repaired all the time is safest, but costs more resources than waiting until things break. The current system actually does this, because a single repair kit repairs to 100% no matter how degraded the item is. The current system doesn't do it very well, because repair kits fix everything and are trivially easy to make. The system encourages a trade off between using lower performance but reliable equipment and very high performance, less reliable equipment. Currently this doesn't really happen unless you randomly get a piece of gear that rolled high for stats except for durability. Again, because keeping everything repaired is so easy, it doesn't really matter even then. Items that require rare resources to craft also require rare resources to maintain. The current system doesn't do this at all. Repairs taking rare resources would mean the urgency of needing a particular resource to keep functioning at peak effectiveness stays as a thing beyond early to early-mid game. Personally I find that situation of 'I could have a vehicle if I could just find a bottle of acid' enjoyable, and it drives gameplay. Being able to create a similar situation later game (if the tyre on my bike goes, I currently don't have any acid to make a new one) seems like good gameplay. Some unpredictability in reliability. Unpredictability should increase for poorly maintained gear. Currently this doesn't happen at all. Everything works perfectly until it reaches zero durability. There are many ways to change the repair system to make those characteristics more prominent. A few thoughts I've had are: Number 1 pretty much takes care of itself, if we stick with the current model where repairing to full costs the same resources as repairing a little. By making the actual resources required to repair more meaningful, the fact that you can choose to repair early or late would become a lot more meaningful. Number 2 could be addressed by modifying item generation to a sort of 'points buy' system, where high stats potentially lead to lower durability, for equivalent items of the same tier. I think you'd probably want it set up so that poorly statted items CAN have a much higher durability than ones with excellent stats, but it's not guaranteed. So if a particular item has a base durability of 300 at quality 3, or whatever, a version of that item with average performance stats would roll durability between 150 and 450. A version with good stats rolls between 150 and 300 and a version with really bad stats rolls between 150 and 600. So you can still get items that are just all round crap for their tier, and equally some excellent items with decent durability. Yes this system does mean that high precision weapons degrade faster, which makes sense, but also tough armour will usually degrade faster too. That may not be strictly logical but it's good gameplay. It also adds a lot more value to the armour perks' ability to reduce armour degradation and degradation reducing weapon/tool mods. Number 3 can be addressed by making repair costs proportional to crafting costs. Getting the proportion right is very much economy balancing, and will need some trial and error. Something like 25% of crafting cost feels about right. There's some additional complexity for items with multiple crafting stages, namely vehicles. In order to calculate repair requirements the game engine would need to be able to trace the resources that were used to make the components. So you might need a new headlight to fix your truck, but generally you don't need a new chassis. For resources which are going to end up with a fractional cost (like engines for vehicles) you could roll against the percentage of resources required. So if 25% of crafting resources are required for a fix, then 25% of the time a vehicle needs a new engine to be repaired, 75% of the time you can repair it without needing an engine. I'd actually suggest rolling for each resource individually for all repairs. So a high tier rifle that took 20 rifle parts to craft would roll the 25% chance (or whatever the right 'repair amount' turns out to be) for each of the 20 rifle parts that are in the original recipe. It might take anywhere between zero and 20 rifle parts to fix, but the average will be around 5 (if the repair requirement was set at 25%). That sort of ties in with unpredictability, which I'll talk about next. Adding in unpredictability is as simple as having a (small) chance for an item to stop working every time it loses durability. The chance increases the further the item is from full durability. In order to balance the system using the values we currently have, you actually want items to keep working beyond zero durability, if you're lucky. The actual calculations for where an item stops working are moderately complex, but the player doesn't have to be aware of that. They just know that stuff is pretty reliable at high durabilities and likely to break at any time if durability is low. Combining number 3 and number 4 (rare resources and unpredictability). If you implement the approach where the resources required for a repair are 'rolled for', not fixed, you could make 'the roll' as soon as the item first loses durability, and display that information to the player. That would lead to gameplay that 'My truck is at 99% durability and isn't likely to stop working any time soon, but I know the engine and two of the wheels are wearing out, and when it does break, I'm going to require new ones to fix it'. There probably needs to be a requirement that items that require a workbench to make also require a workbench to repair. That's an independent design decision, but makes unlucky failures are high durability a lot more impactful. I recognise how difficult to implement these system change suggestions would be depends a lot on how the crafting system is actually constructed. If you'd need to explicitly code a recipe for every single possible scenario of required parts then it's not practical to implement. The solution suggestions are merely quick thoughts I've had, though. I stand by the four desirable characteristics listed at the start of the post. Any change to repair that makes those characteristics more prominant seems like a good thing to me.
  25. Hello Modders & Survivors! I have been working on my own project as of late with 7 Days to Die and modding. I have enjoyed many overhauls and decided to build a mod based on how a few friends and myself play the game. The project has been in the works for several months and I have been collaborating with a few like-minded individuals to make the vision a reality. I have right now a modpack of all of the modlets I believe will fit into the story. There's the rub, I believe the story of 7 Days to Die should be told and we have waited far too long for it. I have put together what I believe is the story of 7 days to die, with a twist. Taking cues from a Romero-style play with only ONE Bloodmoon. Day 100! You start the game with a series of quests to complete and discover there is a main story line to follow. You must level up and complete the quests in order to unlock the truth behind what has happened. For the sake of creative license I am being very vague on what this will look like. Call for help! I am looking for collaboration from other modders to help put together the Main Story Quest. My skills are limited and I can use some talented people on this project to piece together the flow of the quests and how they unlock. If interested please feel free to reach out to me via Email or Discord! igotnextgaming @gmail.com DISCORD: https://discord.gg/344ZvUZ4 Come by and say "Hi!" Introduce yourself. We have a few servers open for people to play on including my overhaul project. Thank you Emponeway
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